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c++ - Opengl 帧缓冲器

转载 作者:太空宇宙 更新时间:2023-11-04 13:50:42 27 4
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我正在尝试在 opengl 中绘制帧缓冲区,就像直接在屏幕上绘制一样。

我正在处理此处提供的代码:https://stackoverflow.com/a/7324330/681026

我修改了prepare()方法,尝试在右上角添加一个三角形。

下面是我修改的prepare函数(缩进部分是我修改的部分):

void prepare()
{
static float a=0, b=0, c=0;

glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER, fb);

glViewport(0,0,fbo_width, fbo_height);

glClearColor(0.0, 0.0, 0.0, 1.0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1, 1, 10);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);

glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);

glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);

glTranslatef(0,0,-5);

glRotatef(a, 1, 0, 0);
glRotatef(b, 0, 1, 0);
glRotatef(c, 0, 0, 1);

glutSolidTeapot(0.75);

glMatrixMode(GL_PROJECTION);
glPushMatrix();

glLoadIdentity();
glOrtho(0, fbo_width, fbo_height, 0, 0, 1);

glBegin(GL_TRIANGLES);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
glVertex3f(0, 1, 0);
glEnd();

glPopMatrix();


a=fmod(a+0.1, 360.);
b=fmod(b+0.5, 360.);
c=fmod(c+0.25, 360.);
}

该代码仅在绘制到屏幕时有效,但在此处无效(三角形不存在)。我怀疑这是我的一个简单案例,只是没有正确理解 opengl。这里的上下文是我正在尝试保存由 libRocket 绘制的帧,以便在我在另一个线程中更新上下文时可以重新绘制它。

编辑:这是完整的代码 list :

#include <GL/glew.h>
#include <GL/glut.h>

#include <cmath>
#include <iostream>

using namespace std;

namespace render
{
int width, height;
float aspect;

void init();
void reshape(int width, int height);
void display();

int const fbo_width = 512;
int const fbo_height = 512;

GLuint fb, color, depth;
};

void idle();

int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );

glutCreateWindow("FBO test");
glutDisplayFunc(render::display);
glutReshapeFunc(render::reshape);
glutIdleFunc(idle);

glewInit();

render::init();
glutMainLoop();

return 0;
}

void idle()
{
glutPostRedisplay();
}

void CHECK_FRAMEBUFFER_STATUS()
{
GLenum status;
status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE:
break;

case GL_FRAMEBUFFER_UNSUPPORTED:
/* choose different formats */
break;

default:
/* programming error; will fail on all hardware */
throw "Framebuffer Error";
}
}

namespace render
{
float const light_dir[]={1,1,1,0};
float const light_color[]={1,0.95,0.9,1};

void init()
{
glGenFramebuffers(1, &fb);
glGenTextures(1, &color);
glGenRenderbuffers(1, &depth);

glBindFramebuffer(GL_FRAMEBUFFER, fb);

glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D( GL_TEXTURE_2D,
0,
GL_RGBA,
fbo_width, fbo_height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
NULL);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);

glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fbo_width, fbo_height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);

CHECK_FRAMEBUFFER_STATUS();
}

void reshape(int width, int height)
{
render::width=width;
render::height=height;
aspect=float(width)/float(height);
glutPostRedisplay();
}

void prepare()
{
static float a=0, b=0, c=0;

glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER, fb);

glViewport(0,0,fbo_width, fbo_height);

glClearColor(0.0, 0.0, 0.0, 1.0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1, 1, 10);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);

glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);

glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);

glTranslatef(0,0,-5);

glRotatef(a, 1, 0, 0);
glRotatef(b, 0, 1, 0);
glRotatef(c, 0, 0, 1);

glutSolidTeapot(0.75);

glMatrixMode(GL_PROJECTION);
glPushMatrix();

glLoadIdentity();
glOrtho(0, fbo_width, fbo_height, 0, 0, 1);

glBegin(GL_TRIANGLES);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
glVertex3f(0, 1, 0);
glEnd();
glPopMatrix();


a=fmod(a+0.1, 360.);
b=fmod(b+0.5, 360.);
c=fmod(c+0.25, 360.);
}

void final()
{
static float a=0, b=0, c=0;

glBindFramebuffer(GL_FRAMEBUFFER, 0);

glViewport(0,0, width, height);

glClearColor(1.,1.,1.,0.);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, aspect, 1, 10);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0,0,-5);

glRotatef(b, 0, 1, 0);

b=fmod(b+0.5, 360.);

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, color);

glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glDisable(GL_LIGHTING);

float cube[][5]=
{
{-1, -1, -1, 0, 0},
{ 1, -1, -1, 1, 0},
{ 1, 1, -1, 1, 1},
{-1, 1, -1, 0, 1},

{-1, -1, 1, -1, 0},
{ 1, -1, 1, 0, 0},
{ 1, 1, 1, 0, 1},
{-1, 1, 1, -1, 1},
};
unsigned int faces[]=
{
0, 1, 2, 3,
1, 5, 6, 2,
5, 4, 7, 6,
4, 0, 3, 7,
3, 2, 6, 7,
4, 5, 1, 0
};

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(3, GL_FLOAT, 5*sizeof(float), &cube[0][0]);
glTexCoordPointer(2, GL_FLOAT, 5*sizeof(float), &cube[0][3]);

glCullFace(GL_BACK);
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, faces);

glCullFace(GL_FRONT);
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, faces);

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

}

void display()
{
prepare();
final();

glutSwapBuffers();
}
}

最佳答案

您正在将三角形中点的 z 设置为 0。改为将它们设置为一个小的负数(例如 -3)。

我注意到您使用的是已弃用的“固定功能管道”。我强烈建议您改为学习和使用“现代 GL”。

关于c++ - Opengl 帧缓冲器,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/23545116/

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